Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

Monday, 19 August 2013

animation exercise 2

This is a simple exercise I've taken from the "stopmotion pro" website.


Make a ball go crazy in this tutorial that explores the concept of "replacements". Replacment is basically substituting models between frames.  You can save a lot of time using this technique
 

Make 5 round balls all the same size. Deform 4 of the balls so they end up looking like this. 



The ball on the far left has been slightly squashed vertically, this will give you ball a bit of squash when it jumps around.

Leave one of the balls round, this will be the "normal" position of the ball between movements.  The remaining three balls should be made conical, this is the stretch to give your ball speed.

Use the round ball to start with, shoot a few frames of it stationary. Capture a frame of the ball in the new position.  You can then position the next replacement ball shape.

The image below shows one of the movements overlaying each other.  You can see the relative positions of each of the substitute shapes.



Note how the vertially squashed ball is used the frame before the "normal" ball.  This helps give the ball an elastic effect.

Go ahead and try your own timing, add extra shapes and slow the animation down.  Stretch the balls even further and really make it shoot about.

Tip: A few frames (5 -10) of the ball stationary will give your audience time to catch up

Sunday, 4 August 2013

What makes a good short film


 
When you write a short film, think of it as if you’re telling a joke.  “a duck walks into a bar and orders a rum and coke.”  Just as all elements of a joke support the punch line, so should every element of your story support it’s structure – nothing is extraneous; every element leads to an inevitable, yet surprising, conclusion.

When you create a story, you must let the audience know the reality of your story.  “When a joke starts like that, no says its ridiculous, they accept it because its the first thing they are told.  You understand the reality of that world from the start.
Here are some rules to writing a good short film, I know creatives don’t like rules, in fact you’ll probably want to break them and that’s fine if you do, but you need to know them and understand first

Keep it simple
·         Simple single situations
·         One conflict that intensifies
·         A single memorable moment (an adrenaline moment)
·         Slices of life
·         Demonstrations of personality

 
Create conflict
Conflict = drama.  3 types of Conflict
 ·         Character vs character
 ·         Character vs enviroment
 ·         Character vs self

Story is king
Every production element in a film is purposefully designed for the good of the story.  It is through your story that your characters are revealed and that you communicate with your audience.  Without story all you have is technique.  An audience might forgive poor technique, but they will never forgive poor story.

 Know your concept, theme or meaning
This is not the premise or plot of the piece, it is the broader idea the underlying meaning. 

 Create memorable character
An audience loves a good character who intrigues or enchants them.

 Show, don’t tell
The golden rule. Always strive for the most visual way to tell your story.  Don’t have someone say “he’s a miserable old git” show he’s a miserable old git.

 Know your ending
If you write without destination you sure as hell won’t reach it

 Entertain and respect your audience
Intrigue your audience. Take them on a journey that exceeds their expectations and leave them somewhere that made their trip worthwhile. 









For more information along the same lines check out the book
"ideas for the animated short"                            

Wednesday, 28 November 2012

Barry's hopefully helpful hints

                                                                                                                                                                                   I was lucky enough to be trained in house as an animator at Cosgrove Hall.  Nine of us (3 groups of 3) where taught on a 3 month intensive training course led by the great Barry Purves.  Barry was a great teacher and his tuition has always stood me on solid ground throughout my career.



At the end of the course he gave us each a list of "hopefully helpful hints", which I've decided to share.  I feel like I'm giving away a big secret, so if you ever reprint or pass them on make sure you credit them to Barry!


BARRY'S 
HOPEFULLY HELPFUL HINTS 



1- WHY? This is possibly the most important thing to ask before you start anything. Animation is not a matter of how things move, but more about why they move. What is being expressed. What story is being told. What is the motivation, and what is the emotion. Why is something moving. Answer that before moving on. 

2 - Firstly make sure that your puppet, object is up to the task. Will it fall to pieces with too much handling? Check everything about the puppet before starting. Is it well secured to the set. 

3 - Is everything secured to the set that needs to be. Nothing is going to wobble as you brush past it. Can you get in to reach the puppet. Is the camera in the way of your access? 

4 - Are you aware of the accurate frame shape. 

5 - Have you done your homework about the shot. Do you know exactly what needs to be expressed. Do you know where this shot comes in the story. Do you know what happened in the previous shot, and in the incoming shot. Do you know how many frames you have available, and have you paced the shot? Try and write everything down if you can. 

6 - More often than not, start with a tiny move - ease into every action. Nothing ever starts at full speed.

7 - Likewise, always finish with one more than you think necessary tiny move. This will soften things. Nothing ever comes to an immediate halt. 

8 - Anticipate a move or gesture - don't start with a jerk. A couple of frames or so in the other direction is always effective. Likewise when you stop a movement, a few frames in the other direction often help. 

9 - Do not start everything at the same time. Remember things will try to stay where they are, and will have to catch up after a few frames. The trick of leaving one thing in the same place as everything else moves always works. Think of a whiplash effect. 

10 - Likewise, things do not want to stop moving once they have started. Do not stop everything at the same time. 

11 - Always ask yourself, where is the movement, the energy starting from. What is the last bit to get this energy, and what is the last bit to lose this energy. Again keep thinking, why is anything moving. 

12 - Keep the eyes focused on something the whole time, unless being deliberately unfocussed. Lead with the eyes, or deliberately trail behind. The eyes are the main motivation for any movement. Keep the head especially focused when walking - don't let the head wobble about too much. 

13 - Don't get bogged down with the idea of a walk cycle. No-one actually walks in a cycle. Characters walk for a reason, to get somewhere, and with some expression. A cycle implies something mechanical. 

14 - Do not be afriad of large quick movements - if you feel a movement is perhaps too big, try moving slowly alongside it. this seems to make the big move look deliberate and balance things out. 

15 - Extremely large movements work well if use a few frames to soften them at the end. If doing a huge movement, keep something in the same place - this helps to keep the action planted and readable. 

16 - Keep movements soft and fluid - let things flow into each other, just allowing enough time for the strong pose to read. Keep movements clean and clear. As a suggestion, always do one telling gesture instead of two less clear gestures. 

17 - Clearly let a gesture be read by the camera. Don't do something important if it is hidden by the body. Always be aware of the camera and the composition within the frame. 

18 - Adjust the subtly of performance to whether the shot is a close-up or a wide shot, and so on. It's important to always remember how big a move is in terms of the travel in the actual frame. 

19 - Don't even try to use real life timing as a guide. We are not dealing with realistic actions. We need to emphasise certain things more and this effects our timings. Rotoscoping, I'm afraid, is not relelvent to animation.

20 - Don't do anything half hearted - let us see a gesture. Make sure you have enough frames for it to read clearly. If you only have a few frames it is probably not worth doing it. Don't dither with fussy cluttered gestures. 

21 - Always think ahead to where your character will be in 12 frames. Have you allowed enough frames to get there. Is the choreography of the body worked out to get into the next pose simply. Think ahead. 

22 - If it helps, use the bar sheets to draw some simple stick figures to work out the choreography. The puppet may dictate to some extent what it will do, but it is important to have a pose to aim for, and by a certain frame. Plan as much as you can. 

23 - Don't depend on the technology too much. Monitors are good for framing and composition, but feel the puppet moving in your hands. Internalise any movements before you start. Work out what is going where. Try to make the acting instinctive, and give it a shape and a flow. Think of the whole 'sentence' rather than the actual 'letters'. 

24 - I'd discourage any notion of shooting in double frames. You would not want to write with half the letters in the alphabet, or play the piano with half the keys taken away. 

25 - Always be aware of the previous and forthcoming shots, so you can match the speed and emotion. Don't ever think of a shot as a complete story. Lead into the next shot, make things flow. Don't let things come to a pause at the end of a shot. Try to think of the whole picture of a scene, not just the individual shot you are working on. 

26 - Listen to the rhythm of a voice or music, and find the phrasing. I'd be careful about over-emphasising lip-synch. It's the eyes we watch not the mouth. Give the impression of lip-synch rather than open-close on every syllable. 

27 - If you have several characters in a scene, work out who the main one is, and don't distract from him. stage it so that the focus is clear. Try not to have several characters being busy at the same time. It's OK to have moments of stillness. AS you start a shot, don't suddenly have a mass of movement that slows down towards the end of a shot. pace a shot - don't do all the interesting things at the start when you are fresh.


28 - If you are working with several characters, try and find an order in which to animate them and stick to it. 

29 - I find it always helps to click the camera myself - I then clearly know that that frame has been taken, and I can move forward. 

30 - Do not start a shot without knowing what the characters are going to do. 

31 - If you are not happy with how a shot is going, start again as soon as possible before getting yourself in a mess and wasting time and film. Remember the real world is full of ghastly schedules and budgets. 

32 - Try not to over-do the blinking. Blinking is basically a form of puncuation; the finishing of one gesture and being ready for the next one. 

33 - Likewise, I'd avoid the Disney ducking of the head and body before a movement. Anticpate but not so exaggerated. 

34 - Set yourself a speed when you are filming and keep to it. One second in half an hour is good. 

35 - Concentrate and try to complete a shot in one session. If you come back after lunch you can guarantee you, and thence the character, will be in a different mood and a different speed. 

36 - Enjoy it